Tier 4
Series 303
303D: The Infinite Chunk
"You cannot load the entire planet into the cockpit computer. You only load the map sectors (Chunks) around the aircraft. A Navigator audits for "Floating Origin" and dynamic loading to fly forever without crashing memory."
The Concept: Chunking
Infinite generation works by dividing the world into squares (Chunks). logic:
* **Load:** Is the chunk within view distance? Create it.
* **Unload:** Is the chunk behind us? Destroy it.
* **Offset:** Keep the player near (0,0,0) to avoid Floating Point Errors.
* **Load:** Is the chunk within view distance? Create it.
* **Unload:** Is the chunk behind us? Destroy it.
* **Offset:** Keep the player near (0,0,0) to avoid Floating Point Errors.
Red Flag Detected
The AI Trap: "The Flat Earth"
You ask the AI: "Generate an infinite runner terrain."
// AI-Generated Code: The Memory Leak
void Update() {
// Audit Fail: It just keeps adding new ground forever.
// Eventually, your RAM fills up and the game crashes.
SpawnNextPlatform();
}
This is "Resource Exhaustion." You must recycle the world behind you to build the world ahead of you.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Correction
Corrective Protocol
// Corrected: Treadmill Logic
if (player.z > currentChunkZ + length) {
RecycleChunk(oldestChunk);
MoveChunkToFront(oldestChunk);
}
Your Pilot Command
> A skilled Navigator directs the AI to use Object Pooling and Distance Checks.